Friday, June 30, 2017

Creature Loot: C and starting D

It's time for the letter C! And the first three of the D monsters. If you just got back from another plane, check out my explanation.

Cambion (5) – fiend (religion)

1 Tattered Spear

1
Tattered Scale Mail

2 Cambion Horns: No
immediate use. Can be crafted (alchemist’s supplies) into a Potion of Fire
Resistance.

1d2 Cambion
Wing: No immediate use. 4 wings can be mastercrafted (weaver’s tools) into a
Cape of the Mountbank.

1 Demon Heart: While holding the heart, it can
be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This
consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to Graz'zt's layer of the Abyss instead of the intended destination.

1 Crawler Tentacle:
Acts as a whip. On a hit, target must succeed on a DC 13 Constitution saving
throw or be poisoned for one minute. Until
this condition ends, the target is paralyzed. The target can repeat the saving
throw at the end of each of their turns to end the effect. On a success, the
target is immune to this effect for 1 hour.

1 Digested Corpse:
The DM selects 1 humanoid. 1 item from that humanoid can be salvaged from the
Carrion Crawler’s guts. This could be adventuring gear, a weapon, or loot that would have been otherwise salvageable from the creature.

Centaur (2) – monstrosity (nature)

1 Tattered Pike

4d4 Arrows

2 Centaur Hooves: No
immediate use. Can be crafted (alchemist’s supplies) into a Potion of Healing.

﻿

At least it doesn't argue with itself. That'd be annoying. (Or hilarious!)

Chimera (6) – monstrosity (nature)

1 Dragon Head: Requires attunement. While attuned, a creature can cast Fireball (save DC 15)once per day from the head.

1 lion head: Requires attunement. While attuned, a creature can cast Fear (save DC 15) once per day from the head.

1 goat head: Requires attunement. While attuned, a creature can cast Dispel Magic (at 3rd level) once per day from the head.

1 Demon Heart: While holding the heart, it can be used to cast Plane Shift as a ritual. Only the creature holding the heart may shift. This consumes the heart. When the spell is cast, roll 1d20. On a 1, the bearer is shifted to a random location in the Abyss instead of the intended destination.

1d8 Chimera Claws: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Fire Breath.

In lair: 1 Treasure Hoard (challenge 5-10)

Chuul (4) – aberration (arcana)

1 Chuul Carapace:
Acts as a shield. Can be carefully crafted (Leatherworker’s tools) into Scale
Mail that glows with dim light when within 60 feet of a magic item.

1 Chuul Tentacle:
Acts as a whip. On a hit, the target must succeed on a DC 13 Constitution saving
throw or be poisoned for one minute.Until this condition ends, the target is paralyzed. The target can
repeat the saving throw at the end of each of their turns to end the effect. On
a success, the target is immune to the poison for 1 hour.

2 Chuul Pincers: Act
as shortswords. 2 pincers can be mastercrafted (smith’s tools) into a
greatsword that glows when within 60 feet of a magic item.

Cloaker (8) – aberration (arcana)

2 Cloaker Wings: Act
as blankets. 4 wings can be mastercrafted (Transmutation) by a spellcaster into
a Cloak of Displacement.

1 Cloaker Tail:
Acts as a flail. Withers away when exposed to sunlight.

1 Cloaker Head: No immediate use. Can be carefully crafted (leatherworker’s tools) into a horn that can be blow to cast Fear (save DC 13) once per day.

1 Cloaker Claw: Acts as a cloak clasp. Can be attuned to, and an attuned creature can cast Minor Illusion once per day (Intelligence check 13 to detect).

1 Vial of Cloaker Blood: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Stealth, which grants advantage on Dexterity (Stealth) checks for 1 hour.

2 Cloaker Eyes: no immediate use. Can be crafted (alchemist’s supplies) into a Potion of Darkvision (Darkvision to 60 ft. for 1 hour)

Cockatrice (1/2) – monstrosity (nature)

1 Vial of Cockatrice
Venom: Acts as basic poison (PHB pg. 153). Can be carefully crafted (alchemist’s supplies) into
a Poison of Petrification. If ingested, a creature must succeed on a DC 11
Constitution saving throw against being magically petrified. On a failed save,
the creature begins to turn to stone and is restrained. It must repeat the
saving throw at the end of its next turn. On a success, the effect ends. On a failure,
the creature is petrified for 24 hours.

1 Vial of Couatl Venom:
If ingested, a creature must succeed on a DC 13
Constitution saving throw or be poisoned for 24 hours. Until this condition
ends, the target is unconscious. Another creature can use an action to shake
the target awake.

1 Couatl Heart:
While holding the heart, it can be used to cast Scrying as a ritual. This consumes the heart.

1d4 Holy Feathers: Each acts as a Holy Symbol. When touched, they char the skin of any creature with an alignment different than the Couatl. Each can replace 500 GP of Diamonds for the material component of a Resurrection Spell.

1 Cyclops Eye: No immediate use. Can be carefully crafted (transmutation) by a spellcaster into an amulet that requires attunement. While attuned to the amulet, a creature can cast Protection from Evil and Good once per day.

2d4 Giant’s Toes: No immediate use. Sought as trophies by hunters and heroes, and can be sold for a good price to collectors or admirers.

1 Cyclops Heart: No immediate use. Can be carefully crafted (alchemist’s supplies) into a Potion of Hill Giant Strength.

Darkmantle (1/2) – monstrosity (nature)

1
Darkmantle Tentacle: Acts as a whip. If used to attack a ceiling or wall, it sticks to the wall for 1d4 rounds. During this time, the wielder of the Tentacle cannot be moved further than 10 feet from the point where the tentacle is attached.

Death Knight (17) – undead (religion)

Note:Unless the Death Knight has been redeemed, after
2d8 days, the Unfulfilled Heart will regrow into the Death Knight. This
transformation takes 1d10 rounds, begins at the last strike of midnight, and
cannot be stopped except with a Wish spell. If the heart is destroyed, the
Death Knight will regrow from another item looted from it. Loot crafted into
another item is exempt. Loot worn by a character will regrow without harming the
character. At the time of transformation, any non-cursed loot loses all magical properties. If all items are destroyed, the Death Knight will be reborn at the site of its original death.

1 Tattered Shield

1 Death Knight Longsword: Acts as a magical longsword that deals an additional 18 (4d8) necrotic damage on a hit. If wielded by a creature with a different alignment than the Death Knight, on a critical failure the weapon fuses to their body, triggering a horrific transformation that cannot be stopped except with a Wish spell. The creature sheds their mortality and becomes a Revenant, who gains all its stats and abilities and has full hit points. The revenant seeks to destroy all those who lead to the fall of the Death Knight. The transformation takes 1d10 minutes, and kills the original creature.

1d6 Charmed Ribs: No immediate use. If buried in non-hallowed ground, a Skeleton will unearth itself in 1d4 days. The Skeleton is lawful evil and will not betray its alignment, but it will attempt to follow the orders of whoever is carrying the Undead Banner.

2 Death Knight Eyes: Can be crushed as a bonus action to cast Searing Smite. Can be crafted (alchemist’s tools) into a Potion of Necrotic Resistance or Potion of Poison Resistance.

1 Death Knight Hand: The holder of the hand can cast Banishment once per day. At the next sunset, the hand turns into a Crawling Claw and can no longer cast Banishment.

1 Undead Banner: Requires attunement. A creature attuned to the banner can control undead within 60 feet as if they had been summoned by an Animate Dead spell. Undead within 60 feet of the banner have advantage on saving throws against features that turn undead.

1 Belt of Undying: Requires attunement. While attuned, the wearer can cast Death Ward on themselves once per day. If the belt is wrapped around a corpse or other remains, the sash acts as the spell Animate Dead, turning the body into a zombie or skeleton (at the DM's discretion) which obeys the commands of whoever is carrying the Undead Banner. If the belt is removed, the body returns to being an inert corpse.

1 Plumed Death Knight Helm: Requires attunement. Allows the wearer to cast Compelled Duel and Hold Person once per day each. Curse: Whoever wears the helmet is compelled to not remove it, and after 4d4 hours the skin and muscle on their head has completely melted away. Their skull is all that remains, still filled with organs but glistening white. Can be cured with a Remove Curse spell.

2d8 Small Bones: No immediate use. Can be crafted into cubic dice that always come up 6’s.

1 Midnight Cloak: Requires attunement. While attuned, the wearer is immune to exhaustion. Curse: If attuned to for more than an hour, the wearer’s body begins to become thin, and medical examination shows their heart has stopped beating. After 1 day, the wearer no longer needs food, drink, or sleep. If the attunement is ended after the cloak is worn for 1 hour or longer, the wearer will go into shock for 1d4 hours as their body restarts.

1 Set of Black Plate armor: Requires attunement. If a creature attuned to the armor would drop to 0 HP, they instead drop to 1 HP and take 1 death saving throw failure. Once they reach 3 death saving throws, they die. If a creature dies while wearing the armor, they are immediately resurrected as a Revenant, who continues to wear the armor and is hostile to the living. Saving throw failures caused by the armor can only be removed by a long rest while not attuned to the armor.

2 Unholy Symbols: Acts as a holy symbol for Death domain clerics. Chars the skin of any creature that is not of an evil alignment. Can act as 150GP worth of Black Onyx stone for the material components of a Create Undead spell.

1 Undead Mount: The DM chooses either a Warhorse Skeleton or Nightmare. All loot from that creature can also be discovered with the Death Knight.

1 Death Knight Skull: Reqires attunement. An attuned creature can cast a Hellfire Orb once per day. Hurl a magical ball of fire that explodes at a visible point within 120 feet. Each creature in a 20 ft. radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

His name is Mister Death and he's here to kill you

Demilich (18) – undead (religion)

1 Demilich Skull: Requires attunement. Can be used as an arcane focus and grants immunity to necrotic, poison, and psychic damage. After 1d10 days, the skull reforms into the
Demilich with full HP and abilities. If the Phylactery is
destroyed, this item crumbles into useless dust.

4d4 Demilich Teeth:
No immediate use. Can be carefully crafted (alchemist’s supplies) in one of the
following potions: Potion of Necrotic Resistance, Potion of Poison Resistance,
Potion of Psychic Resistance, Potion of Magic Resistance, Potion of Evasion (for 1 hour, if subjected to a Dexterity saving throw to take half damage, take half damage on a failed save and no damage on a success), or
Potion of Truesight (grants truesight out to 120 feet for 1 hour). When the Demilich reforms, all un-crafted teeth return to
the Demilich. If the Phylactery is destroyed, these items crumble into useless
dust.

2 Vials of Ectoplasm: No immediate use. Can be crafted (alchemist’s supplies) into a Potion of Invisibility or an Oil of Etherealness.

4 Pinches of Spirit
Dust: Acts as Dust of Disappearance.

2 Demilich Eyes: Requires attunement. A creature attuned to the Eye can
can, once per day, drain the life from a creature. The target must succeed on a DC 19 Constitution saving throw
or take 21 (6d6) necrotic damage, and the attuned creature regains hit points equal to the
damage dealt. When the Demilich reforms, this item forcibly ends its attunement and returns to the Demilich. If
the Phylactery is destroyed, these items crumble into useless dust.

1 Phylactery: This item is not
found with the Demilich unless the check made to loot the body was a 30 or higher. At
the DM’s discretion, this loot may simply be a clue to the phylactery’s true
location, not the phylactery itself. No immediate use. If not
destroyed, the Demilich reforms after 1d10 days.

4 Sets of Armor and 4 Weapons: The DM determines what weapons and armor are present. 1d4 of the
items are magical in some way.

In Lair: Treasure
Hoard (17-20)

(Variant Only) 3 Acererak Demilich
Crystals: Each of these gems can be used to trap a creature's soul. The target must make a DC 19 Charisma saving
throw. On a failed save, the target's soul is magically trapped inside the gem. While the soul is trapped, the target's body and all the
equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its
soul is trapped as if it failed the saving throw. If the soul is trapped, the soul is released when the
gem is broken. If the soul is not trapped, the gem shatters upon use. When the Demilich reforms, all gems that have not been shattered return to the Demilich. If the Phylactery is destroyed, these items crumble into useless dust.

That's as far as we'll go today. Next week, tune in for all the Demons and Devils!